scholarly journals Efektivitas Permainan Kartu Kuartet dan Metode Menghafal

Author(s):  
Hasnianti Hasnianti

This study aims to compare the effectiveness of quartet card games and memorization methods for students' mastery of vocabularies. In this study, using quasi quantitative experiments. The sample of this study was purposive sampling taken from class VII A and B as many as 40 students with a population of 150 people. Then the data collection technique used by researchers is the evaluation test relating to the mastery of the consensus existing on the quartet card. The T-test is a formula that researchers use in obtaining research results. Obtained that the experimental class in this case class VII A, amounting to 19 students after treatment, then given a test obtained an average value of 5.8, while the control class, in this case, Class VII B students were 21 students after memorizing the vocabularies method. The same as the consensus in the quartet card and then given a test obtained an average value of 3,6, so it can be concluded that Ho is rejected and Ha is accepted because t arithmetic 4,23 is more significant than t table 1,68959.

2021 ◽  
Vol 5 (1) ◽  
pp. 113-125
Author(s):  
Rachmat Hidayat ◽  
A Heri Riswanto ◽  
M Iqbal Hasanuddin

The shuttle run exercise is a form of exercise that can improve agility. The zigzag run exercise is a form of agility training that involves the use of bollards and stakes. UM Palopo futsal players must have good dribbling skills. The conditions experienced by UM Palopo futsal players still often make mistakes in their dribbling skills. The lack of skills possessed by UM Palopo futsal players is due to the lack of agility training models that can support the achievements of futsal players. This study aims to reveal the effect of shuttle run and zig-zag run training on dribbling skill. The method used is a quasi-experimental (quasi-experimental). The population is 20 people from UKM Futsal UM Palopo. The sampling technique is purposive sampling. The data collection technique used the dribbling skill instrument and was analyzed by using the sig level t test. = 0.05. The results of the analysis show that there is a significant effect of shuttle run  with a value of tcount value of 20,904 > ttable of 1,812 and pvalue that is 0.000 < 0.05. Zig-zag run with tcount value of 26,826 > ttable of 1,812 and pvalue that is 0.000 < 0.05. The improvement in shuttle run training with an average value of 17.55 and zig-zag run training with an average value of 15.61 and a significant value of 0.000 < 0.05. It can be concluded that the zig-zag run is more effective in improving dribbling skills.


Author(s):  
Meilan Arsanti, Evi Chamalah, dan Aida Azizah

This research was conducted to describe and explain the errors in writing foreign terms on billboards in Semarang city. The problem in this research was the form of error in writing foreign terms on billboards in Semarang city and its improvement. The research method that is used was descriptive qualitative. Sources of data in this study were curl boards or billboards in Semarangcity. The data included all of product document billboards whether the product or service advertisements in Semarang City. The data collection technique that is used was purposive sampling. The research instrument used by the researcher to retrieve data was the researcher herself.  In data retrieval, the researcher used a data card. Furthermore, the data were analyzed by examining the use of terms or foreign elements on billboards in the Semarang city that contained writing errors. After the data is collected, the researcher analyzed, classified, and evaluated / evaluated documents in the form of billboards. Based on research results from 11 billboards there were 19 foreign terms used. Thus, it could be concluded that the public considers the use of foreign terms more interesting and was expected to increase selling power. However, the used of foreign terms was not adjusted to the rules of language.


TAMAN VOKASI ◽  
2017 ◽  
Vol 5 (1) ◽  
pp. 31
Author(s):  
Tri Puji Prianto

This study aims to determine the improvement of learning outcomes of mechanical measuring tools using the discussion method macromedia flash class X students SMK Ma'arif NU 1 Salam Magelang. The data collection technique uses test questions to measure initial capability and tests to measure learning of mechanical measuring instruments. The result of the research shows that (1) The use of macromedia flash discussion method influences the learning result of mechanical measuring instrument from t test with t value (0.000) smaller than t table value (0,025). (2) Based on the result of the test before and after the treatments the average score of learning result of mechanical measuring instrument increased by 10.77 points which was originally 72,01 to 82,78 and all values above KKM (Criteria Completed Minimum). (3) the average value in the treatment class is greater than the control class with the selisis of 6.89 points. It can be concluded that the macromedia flash discussion method can improve the learning outcomes of mechanical measuring instruments


2012 ◽  
Vol 2 (2) ◽  
pp. 70
Author(s):  
Siti Nur Aisah ◽  
Tina Sulistiyani

This study aims to determine how the market reaction to announcements of dividend increases and decreases in the Banking Companies listed on the Indonesia Stock Exchange 2008-2010 period. This study population was 31 banking companies that announced dividend increases and decreases during the period 2008-2010. Data collection technique used was purposive sampling. Of the 31 existing populations, selected 7 samples that meet the criteria penelitian. Teknik analysis of the data used is the one sample t-test. The research proves that in 2009 the abnormal return only occurs on day 5 before the announcement of devidend increase, while the other day, thus indicating no abnormal return. Research in 2010, it is known that there is no abnormal return on announcement of an increase or descrease in dividends.


2020 ◽  
Vol 9 (1) ◽  
pp. 32
Author(s):  
Parningsih Parningsih ◽  
Zulkifli N ◽  
Daviq Chairilsyah

This study aims to determine the effect of the use of amination media on the ability to recite hijaiyah letters of children aged 5-6 years in Almawadah Integrated Kindergarten, Rimba Melintang District, Rokan Hilir District. In this study using quantitative research methods in the form of Experiment with one group pretest posttest design research model. 1) to find out the process of implementing animation media can imrove the pronunciation of hijaiyah letters for children aged 5-6 years in the Almawadah Integrated Kindergarten 2) to improve the pronunciation of hijaiyah letters for children aged 5-6 years in the Almawadah Integrated Kindergarten can be increased through animation media. In this study were children agrd 5-6 years in Almawadah Integrated Kindergarten, Melimbra District, Rokan Hilir Regency with 15 chilren consisting of 5 girls and boys. The test is used as a data collection technique, the data obtained is then processed using t-test to see the comparison of pretest ang posttest. From the research results obtained pretest value of 54.68% ang posttest of 81.66% and tcount of 9.248 with N-Gain value of 59.55%. so it can be concluded that the of animated media has the effect of reciting hijaiyah letters for chidren aged 5-6 years.Penelitian ini bertujuan Untuk mengetahui pengaruh penggunaan media animasi terhadap kemampuan dalam melafalkan huruf hijaiyah anak usia 5-6 tahun di TK Terpadu Almawadah Kecamatan Rimba Melintang Kabupaten Rokan Hilir. Dalam penelitian ini menggunakan metode penelitian kuantitatif yang berbentuk Esperimen dengan model penelitian one group pretest posttest design. 1) untuk mengetahui proses pelaksaan media animasi dapat meningkatkan dalam melafalkan huruf hijaiyah anak usia 5-6 tahun di TK Terpadu Almawadah 2) untuk meningkatkan melafalkan huruf hijaiyah anak usia 5-6 tahun di TK Terpadu Almawadah dapat ditingkatkan melalui media animasi. Dalam penelitian ini adalah anak usia 5-6 tahun di TK Terpadu Almawadah Kecamatan Rimba Melintang Kabupaten Rokan Hilir dengan jumlah anak 15 orang anak yang terdiri dari 5 anak perempuan dan 10 anak laki-laki. Tes dijadikan sebagai teknik pengumpulan data, data yang didapatkan kemudian diolah menggunakan uji-t untuk melihat perbandingan pretest dan posttest. Dari hasil penelitian yang didapatkan nilai pretest sebesar 54.68% dan posttest sebesar 81.66% dan thitung sebesar 9.248 dengan nilai N-Gain sebesar 59.55%. sehingga dapat disimpulkan bahwa penggunaan media animasi berpengaruh melafalkan huruf hijaiyah anak usia 5-6 tahun.


2018 ◽  
Vol 4 (03) ◽  
pp. 177
Author(s):  
Abdul Haris Romdhoni ◽  
Ferlangga El Yozika

This study aims to determine the effect of mudharabah, musyarakah and ijarah financing on profitability at Bank Muamalat Indonesia 2010-2017, either partially or simultaneously. The population in this study is Bank Muamalat Indonesia. Sampling is done by purposive sampling with data period 2010-2017 from financial statements of Bank Muamalat Indonesia counted 32 data. The method used in this study is quantitative descriptive with the aim to get a picture of how much the structure of financing and its effect on the profitability of Bank Muamalat Indonesia. Data collection technique is done by documentation method which is done by collecting data through Bank Muamalat Indonesia website. The method of this research used multiple regression.The result of partial significance test (t-test), this research shows that mudharabah financing has no significant effect on profitability of Bank Muamalat Indonesia. While musyarakah financing negatively affects the profitability of Bank Muamalat Indonesia. Ijarah financing have no significant effect on profitability of Bank Muamalat Indonesia. While simultaneous significance test result (F-test) shows that mudharabah, musyarakah and ijarah financing jointly affect the profitability of Bank Muamalat Indonesia.


2017 ◽  
Vol 6 (1) ◽  
pp. 24
Author(s):  
Gusliarni Gusliarni

This research is motivated by the lack of listening skills obtained by the students, it is seen from the results of an assessment of the listening skills of students still achieved an average grade 56.32 or reach under the KKM predetermined value is 70. This study aims to determine whether the Team Learning model Listener can improve listening skills of students in the subject of Indonesian student Class V SD Negeri 007 Pagaran Tapah Darussalam Rokan Hulu. The subjects were 38 students in the academic year 2014-2015. Form of research is classroom action research. The data collection technique used is the technique of test and non test. Based on the results, it can be concluded that the ability to listen to the story class V students of SD Negeri 007 Pagaran Tapah Darussalam Rokan Hulu can be improved by applying the learning model listener team. On average ability to listen to stories of students in the early test is average with the average value of 56.32 by the medium category, and in the first cycle rose to 69.47 in the medium category, while in the second cycle listening skills of students categorized as high with the percentage of the average value of 76, 58 with a high category. Therefore, the success rate has exceeded 70 of the total number of students, which means that most students have achieved success predetermined value (minimum 75%).


2021 ◽  
Vol 1 (1) ◽  
pp. 14-20
Author(s):  
Hesti Nurlaeli

A speech can also lead to a description of the principles of conversation. This also happened in Las Day Production's video “Cara Kodein Cowok Biar Cepet Merid”. This research aims to find out and describe the female characters’ utterances or the implicit forms of the in the video "Cara Kodein Cowok Biar Cepet Merid" by Last Day Production. The approach in this research uses pragmatic and qualitative descriptive. The data collection technique in this study was using the note-taking technique. The data analysis techniques used in this study were data triangulation, theory triangulation, and source triangulation. Triangulation of data was generated by recording the speech of a female character in the video "Cara Kodein Cowok Biar Cepet Merid" by Last Day Production. The theory triangulation refers to pragmatic theory, while the source triangulation is the video "Cara Kodein Cowok Biar Cepet Merid" by Last Day Production, which is downloaded on YouTube. The research results in the video "Cara Kodein Cowok Biar Cepet Merid” have 8 stories of female characters that contain implicatures.


Author(s):  
Susanti Susanti

The lack of use the writing skills method raises several obstacles experienced by students, including weaknesses in understanding the basics of Arabic writing and difficulty in answering Arabic questions. Therefore, it is necessary to improve learning as an effort to improve writing skills by applying the imla’ manzur method. This research is an experimental study with a pretest-posttest control group design model, aimed at finding out the effectiveness of the imla’ manzur method. Data collection techniques in this study used observation, tests, questionnaires, interviews, and documentation. Then the validity of the data is tested using the independent sample t-test. The results obtained were that in the experimental class the mastery of Arabic writing skills of students after applying the imla’ manzur method had increased the average value from 52.08 to 78.57. Then, the results of the independent sample t-test showed a significant difference in the mastery of Arabic writing skills in the experimental class and the control class 0.000 < 0.05 after treatment, so that the conclusion of this study based on the data obtained showed that the application of the imla’ manzur method was effective in improving students Arabic writing skills. Evidenced by a significant increase in learning outcomes, student enthusiasm when taking turns to write vocabulary and sentences in Arabic on the board, as well as growing sensitivity of student analysis of Arabic writing skills.


2018 ◽  
Vol 4 (3) ◽  
pp. 193
Author(s):  
Ockti Syafitri ◽  
Rohita Rohita ◽  
Nila Fitria

<p><em>Abstrak</em> - <strong>Perkembangan kognitif merupakan aspek yang penting dalam mengembangkan kemampuan berpikir anak, salah satunya yaitu mengenal konsep lambang bilangan. Penelitian ini bertujuan untuk mengetahui bagaimana peningkatan kemampuan mengenal konsep lambang bilangan 1 – 10 melalui permainan pohon hitung pada anak usia 4 – 5 tahun di BKB PAUD Harapan Bangsa. Penelitian ini merupakan Penelitian Tindakan Kelas (PTK) yang menggunakan model Kemmis dan Mc Taggart yang dilakukan selama 2 siklus, di mana satu siklus terdiri dari 3 kali pertemuan. Subjek penelitian ini adalah 14 anak, yang terdiri dari 9 anak laki-laki dan 5 anak perempuan. Teknik pengumpulan data yang digunakan dalam penelitian ini adalah observasi kemampuan anak dalam mengenal konsep lambang bilangan 1 – 10, aktivitas guru dan anak serta dokumentasi. Teknik analisis data yang digunakan pada penelitian ini adalah deskriptif kualitatif dengan menggunakan perhitungan statistika sederhana. Berdasarkan hasil penelitian diketahui bahwa terdapat peningkatan dalam kemampuan mengenal konsep lambang bilangan 1 – 10 melalui permainan pohon hitung. Hal ini diketahui dari rata-rata anak yang mendapat skor 3 pada setiap indikator yaitu indikator membilang 1 – 10 siklus I sebesar 69,1% dan siklus II sebesar 100% artinya terdapat peningkatan sebesar 30,9%. Pada indikator menghubungkan benda-benda konkret dengan lambang bilangan 1 – 10 siklus I sebesar 55,4% dan siklus II sebesar 77,6% artinya terdapat peningkatan sebesar 22,2% dan pada indikator mengurutkan lambang bilangan 1 – 10 siklus I 44,7% dan siklus II sebesar 77,6% artinya terdapat peningkatan sebesar 32,9%. Pencapaian di siklus II sudah melebihi indikator keberhasilan yang telah ditentukan yaitu sebesar 75%. Berdasarkan hasil penelitian dapat disimpulkan bahwa permainan pohon hitung dapat meningkatkan kemampuan mengenal konsep lambang bilangan 1 – 10. Peningkatan terjadi karena dalam penelitian ini dilakukan melalui permainan dengan menggunakan media pohon hitung yang beracuan pada teori mengenai tahapan-tahapan mengenal lambang bilangan kepada anak dan dengan adanya motivasi berupa reward membuat anak lebih semangat dalam melakukan permainan.</strong></p><p><em><strong>Kata Kunci</strong> - Mengenal Konsep Lambang Bilangan, Permainan Pohon Hitung, Anak Usia 4 – 5 Tahun</em></p><p>Abstract - <strong>Cognitive development is an important aspect in developing children's thinking skills, one of which is to recognize the concept of numeral symbol. This study aims to find out how to improve the ability to recognize the concept of numeral symbol 1 - 10 through tree math game at the children aged 4 - 5 years of BKB PAUD Harapan Bangsa. This study is a classroom action research (CAR) using Kemmis and Mc Taggart model carried out in 2 cycles where one cycle consists of 3 meetings. The subjects of this study are 14 children, 9 of them are boys and the rest are girls. Data collection technique used in this study is observation towards the ability of children in recognizing the concept of numeral symbol 1 - 10, the teacher as well as the children activities and documentation. Data analysis technique used in this study is descriptive </strong><strong>qualitative using simple statistical calculation. According to the research results it is known that there is an improvement in the ability to recognize the concept of numeral symbol 1 - 10 through the tree math game. It can be seen from the average of children who got score 3 on each indicator which is counting 1 - 10 in cycle I is as much as 69,1% and in cycle II rises to 100%. It means that there is an increase of 30,9%. While on the indicator of connecting concrete objects with numeral symbols of 1 - 10 in cycles I show the average of 55.4% and in the second cycle rise to 77.6% which means there is an increase of 22.2%. Furthermore, on the indicator of sorting numeral symbol of 1 – 10 in cycle I show the average of 44.7 % and in cycle II climb to 77.6% which means there is an increase of 32.9%. Therefore, the achievement in cycle II has exceeded the predetermined success indicator of 75%. Based on the research results it can be concluded that the tree math game can improve the ability of children aged 4-5 years to recognize the concept of numeral symbol 1 - 10. The improvement occurs because this study is carried out through the game using the tree math media which refers to the theory of the stages of knowing numeral symbol to the children and with the motivation in the form of reward to make them more enthusiastic in playing the game</strong>.</p><p><em><strong>Keywords</strong> - Knowing the Concept of Numeral Symbol, Tree Math Game, Children Aged 4 - 5 Years.</em></p>


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